First off, I apologize if I’m just being a total noob here, but I’ve been ripping my face off over trying to implement a target lock-on that works appropriately. Using my current blueprint, I am able to create a bounding sphere between the target and player character and set the world rotation of the character accordingly, but I’m encountering a couple of problems, no matter what I do:
a) The player character, when moving right/left for far enough, will completely leave the camera’s view, as if the camera won’t catch up with both the target and the player character. I’m sure if I could tell the camera that whenever the player is outside the viewport to move the camera, but I have no idea how to do that. I know how to zoom in and out using the tangent of the FOV angle and size of the bounding box/sphere radius, but I don’t know where to start with creating a boolean to check whether the character is in the camera’s sights.
b)When the player goes behind the target, the controls completely reverse; A goes right instead of left, S goes up, etc, until I’m back to my regular orientation.
Any possible ideas on how to fix this would just make my year. And I’ve posted my blueprint below.